Sandbox '10最新文献

筛选
英文 中文
Designing entertaining educational games using procedural rhetoric: a case study 运用程序修辞设计娱乐性教育游戏:案例研究
Sandbox '10 Pub Date : 2010-07-28 DOI: 10.1145/1836135.1836136
Lars Doucet, V. Srinivasan
{"title":"Designing entertaining educational games using procedural rhetoric: a case study","authors":"Lars Doucet, V. Srinivasan","doi":"10.1145/1836135.1836136","DOIUrl":"https://doi.org/10.1145/1836135.1836136","url":null,"abstract":"In the paper we describe the design and development of a video game about sustainable energy use that effectively unites fun with learning. We also present results from an initial study of the educational impact of the game. Many educational games do not properly translate knowledge, facts, and lessons into the language of games. This results in games that are often neither engaging nor educational. Our approach differs by using game mechanics to express the educational content. The design combines the fantasy elements and game play conventions of the real-time strategy (RTS) genre with numbers, resources and situations based on research about real-world energy production and use. The result is a game in which the player learns about energy use simply by trying to overcome the game's challenges. We demonstrate that effective and engaging learning games can be developed as long as sound game design principles are used. Results from a combined quantitative/qualitative study show that players enjoyed the game, learned new things and became more interested in the topic of energy use. This paper will highlight key aspects of the design that we believe contributed towards making the game fun as well as educational. The game also presents a model for translating real-world topics into game mechanics using the language of procedural rhetoric. The real world is ripe with problems and situations that could inspire interesting game mechanics and provide new creative ideas for educational and traditional game designers.","PeriodicalId":280257,"journal":{"name":"Sandbox '10","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-07-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130107911","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 38
Correlation between heart rate, electrodermal activity and player experience in first-person shooter games 第一人称射击游戏中心率、皮肤电活动与玩家体验的关系
Sandbox '10 Pub Date : 2010-07-28 DOI: 10.1145/1836135.1836143
Anders Drachen, L. Nacke, Georgios N. Yannakakis, A. L. Pedersen
{"title":"Correlation between heart rate, electrodermal activity and player experience in first-person shooter games","authors":"Anders Drachen, L. Nacke, Georgios N. Yannakakis, A. L. Pedersen","doi":"10.1145/1836135.1836143","DOIUrl":"https://doi.org/10.1145/1836135.1836143","url":null,"abstract":"Psychophysiological methods are becoming more popular in game research as covert and reliable measures of affective player experience, emotions, and cognition. Since player experience is not well understood, correlations between self-reports from players and psychophysiological data may provide a quantitative understanding of this experience. Measurements of electrodermal activity (EDA) and heart rate (HR) allow making inferences about player arousal (i.e., excitement) and are easy to deploy. This paper reports a case study on HR and EDA correlations with subjective gameplay experience, testing the feasibility of these measures in commercial game development contexts. Results indicate a significant correlation (p < 0.01) between psychophysiological arousal (i.e., HR, EDA) and self-reported gameplay experience. However, the covariance between psychophysiological measures and self-reports varies between the two measures. The results are consistent across three different contemporary major commercial first-person shooter (FPS) games (Prey, Doom 3, and Bioshock).","PeriodicalId":280257,"journal":{"name":"Sandbox '10","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-07-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129376140","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 293
Design patterns to guide player movement in 3D games 在3D游戏中引导玩家移动的设计模式
Sandbox '10 Pub Date : 2010-07-28 DOI: 10.1145/1836135.1836141
David Milam, M. S. El-Nasr
{"title":"Design patterns to guide player movement in 3D games","authors":"David Milam, M. S. El-Nasr","doi":"10.1145/1836135.1836141","DOIUrl":"https://doi.org/10.1145/1836135.1836141","url":null,"abstract":"Video games today increasingly situate play in imaginative 3D worlds. As a result, the industry devotes much time and effort to level design. However, this subject has received very little research. Documentation on the process of level design or how designers push or pull players through a level within a video game is very sparse. In this paper, we propose a set of design patterns for level design. The patterns were developed based on a process involving interviews with game designers as well as gameplay analysis of different games. We established face validity of these patterns through expert review; we also established reliability using inter-rater agreement. In addition, we also developed a timeline video annotation method based on these patterns. This visualization method provides a very effective approach to view players' play style and preference as well as level design problems. The patterns as well as the visualization method will be discussed in the paper.","PeriodicalId":280257,"journal":{"name":"Sandbox '10","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-07-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122351893","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 39
Can "Gaming 2.0" help design "Serious Games"?: a comparative study “游戏2.0”能帮助设计“严肃游戏”吗?比较研究
Sandbox '10 Pub Date : 2010-07-28 DOI: 10.1145/1836135.1836137
Damien Djaouti, J. Alvarez, J. Jessel
{"title":"Can \"Gaming 2.0\" help design \"Serious Games\"?: a comparative study","authors":"Damien Djaouti, J. Alvarez, J. Jessel","doi":"10.1145/1836135.1836137","DOIUrl":"https://doi.org/10.1145/1836135.1836137","url":null,"abstract":"The \"Serious Games\" field raises a specific need. People without professional game design skills, such as teachers, corporate trainers, therapists and advertising professionals, request tools that could allow them to create or modify such games. This article will analyze \"Gaming 2.0\" examples in order to identify tools that could help fulfill this need. Indeed, \"Gaming 2.0\" is a way for players to create videogame content without skills from the entertainment videogame industry. Can these tools be also used to create \"Serious Games\"?\u0000 To answer this question, we will first define a simple theoretical model of videogames. This model outlines four \"game parts\" that players can create through \"Gaming 2.0\"-related tools, and it will be used to provide a comparative analysis of fifteen \"Gaming 2.0\" examples. From this analysis, insights on the relevance of \"Gaming 2.0\" for the \"Serious Games\" field will be drawn.","PeriodicalId":280257,"journal":{"name":"Sandbox '10","volume":"252 ","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-07-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120866170","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 22
Jogging over a distance: the influence of design in parallel exertion games 长距离慢跑:平行运动游戏设计的影响
Sandbox '10 Pub Date : 2010-07-28 DOI: 10.1145/1836135.1836145
F. Mueller, F. Vetere, M. Gibbs, S. Agamanolis, J. Sheridan
{"title":"Jogging over a distance: the influence of design in parallel exertion games","authors":"F. Mueller, F. Vetere, M. Gibbs, S. Agamanolis, J. Sheridan","doi":"10.1145/1836135.1836145","DOIUrl":"https://doi.org/10.1145/1836135.1836145","url":null,"abstract":"\"Exertion games\" are gaming interactions with technology in which users invest significant physical effort. They form part of an emerging phenomenon with many physical and social health benefits, and we believe that the social and exertion interactions are intertwined. Recent technological developments, particularly in the sports and game domain, have been proposed to augment these exertion activities. However, we only have a limited understanding of how this relationship between social and exertion aspects can be successfully facilitated by the design, especially in mediated environments. In this paper, we present initial findings of a qualitative study of \"Jogging over a Distance\" that illustrate how technology design can facilitate a social game experience despite participants running in opposite sides of the world. From this study, we derived conceptual themes that offer an analytical and descriptive account of the influence of design on the relationship between exertion and social aspects. Our work aims to support the analysis of existing, and provide guidance for, the design of future games that aim to utilize the many benefits of social exertion.","PeriodicalId":280257,"journal":{"name":"Sandbox '10","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-07-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133302797","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 47
PADS: enhancing gaming experience using profile-based adaptive difficulty system pad:使用基于个人资料的自适应难度系统增强游戏体验
Sandbox '10 Pub Date : 2010-07-28 DOI: 10.1145/1836135.1836140
Chang Yun, P. Trevino, William Holtkamp, Z. Deng
{"title":"PADS: enhancing gaming experience using profile-based adaptive difficulty system","authors":"Chang Yun, P. Trevino, William Holtkamp, Z. Deng","doi":"10.1145/1836135.1836140","DOIUrl":"https://doi.org/10.1145/1836135.1836140","url":null,"abstract":"In this paper, we present a novel methodology to improve gaming experiences by automatically adjusting the game difficulty throughout the game play using a Profile-based Adaptive Difficulty System (PADS). We utilize a player's gaming experience and objective to create a player profile. Utilizing this profile and a performance-based algorithm, the PADS customizes the game's difficulty levels to accommodate each individual. Our experimental results successfully demonstrate improvements in both perceptual and actual gaming experiences. With our approach, traditional program-centered video games can be transformed to provide individualized, player-centered gaming experiences.","PeriodicalId":280257,"journal":{"name":"Sandbox '10","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-07-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132126576","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 21
Exergame effectiveness: what the numbers can tell us 游戏效率:数字能告诉我们什么
Sandbox '10 Pub Date : 2010-07-28 DOI: 10.1145/1836135.1836144
A. Whitehead, Hannah Johnston, Nicole Nixon, J. Welch
{"title":"Exergame effectiveness: what the numbers can tell us","authors":"A. Whitehead, Hannah Johnston, Nicole Nixon, J. Welch","doi":"10.1145/1836135.1836144","DOIUrl":"https://doi.org/10.1145/1836135.1836144","url":null,"abstract":"A sedentary lifestyle is linked to many diseases, including diabetes and heart disease, as well as ailments such as obesity, which is becoming the major root cause of early death in most industrialized countries. The advent of the television, computers and videogames has resulted in a more sedentary lifestyle, with more time spent in front of a screen more than ever before. Exergaming is a term used to describe video games that provide encouragement to exercise, particularly for an audience that may be reluctant to engage in the more traditional forms of exercise. Exergames are a commonly accepted method of encouraging more physical activity to promote better health for those with high levels of sedentary screen time. In this work, we survey a number of quantitative exergame studies to define a general set of elements that make exergames effective from a physical standpoint. We also examine the intended audience and the incentive elements necessary for an exergame to meet the needs of its audience. Finally, we examine our own exergame system and how well it performs against commercial systems.","PeriodicalId":280257,"journal":{"name":"Sandbox '10","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-07-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130108435","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 120
Vibraudio pose: an investigation of non-visual feedback roles for body controlled video games 振动姿势:身体控制的电子游戏的非视觉反馈角色的调查
Sandbox '10 Pub Date : 2010-07-28 DOI: 10.1145/1836135.1836147
Emiko Charbonneau, C. Hughes, J. Laviola
{"title":"Vibraudio pose: an investigation of non-visual feedback roles for body controlled video games","authors":"Emiko Charbonneau, C. Hughes, J. Laviola","doi":"10.1145/1836135.1836147","DOIUrl":"https://doi.org/10.1145/1836135.1836147","url":null,"abstract":"Current video games operate on the assumption of the player continuously facing the screen, which limits the possibilities in full-body gaming. Using commodity game controllers to capture full-body poses, we investigate player performance and experience in 3D video games using positive and negative reinforcement along audio, vibration and visual channels. To explore this, we conducted a study regarding non-visual feedback's effect on participating player's experience and performance. The results indicate that players sometimes performed faster with a visual guide, but preferred visual and non-visual feedback almost equally. Between non-visual feedback types, they performed fastest and preferred audio in a positive role and vibration in a negative role. Additionally, participants preferred vibration to audio as a feedback mechanism.","PeriodicalId":280257,"journal":{"name":"Sandbox '10","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-07-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117220305","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Using semiotic grammars for the rapid design of evolving video game mechanics 使用符号学语法快速设计进化的电子游戏机制
Sandbox '10 Pub Date : 2010-07-28 DOI: 10.1145/1836135.1836139
Erik Henry Vick, R. McDaniel, Stephen Jacobs
{"title":"Using semiotic grammars for the rapid design of evolving video game mechanics","authors":"Erik Henry Vick, R. McDaniel, Stephen Jacobs","doi":"10.1145/1836135.1836139","DOIUrl":"https://doi.org/10.1145/1836135.1836139","url":null,"abstract":"In prior work, we proposed the model of cardboard semiotics. The model applies the use of semiotics (the study of signs and symbols and their interpretations) as a conceptual prototyping tool for game story development. In this paper we adapt the theoretical principle of cardboard semiotics towards an engineered formalism for the design of game mechanics. We first provide a brief introduction to video game literacy, a key method of semiotic analysis, and examples of the new approach by looking at its application in the design of Real-Time Strategy (RTS) and First-Person Shooter (FPS) games. We then use generalized semiotic grammars, or methods for composing symbolic sentences, to expose the underlying frameworks of popular commercial games to show how games can be re-imagined in other contexts through the semiotic technique of structural analysis.","PeriodicalId":280257,"journal":{"name":"Sandbox '10","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-07-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114411661","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
NeuroRehab + the "Fun" factor 神经康复+“乐趣”因素
Sandbox '10 Pub Date : 2010-07-28 DOI: 10.1145/1836135.1836146
Taeko Fukamoto
{"title":"NeuroRehab + the \"Fun\" factor","authors":"Taeko Fukamoto","doi":"10.1145/1836135.1836146","DOIUrl":"https://doi.org/10.1145/1836135.1836146","url":null,"abstract":"Rehabilitation processes for neurological traumas have traditionally relied on physical therapy that involves repetitive exercises. While proven to be effective, these processes can become monotonous for patients and labor-intensive for therapists. Recent advancements in robotics and game consoles have alleviated these issues but are generally limited to specific motor skills, while excluding other types of deficits. This paper considers this limitation by focusing on a deficit known as the foot-drop and by exploring how the \"fun\" factor can be effectively incorporated into rehabilitating the condition. As a preliminary stage of this exploration, a device comprised of a game and a controller using muscle-based electrical impulses has been developed. The implementation of this device demonstrates potential benefits for the neurologically impaired with successful integration of muscle-based electrical impulses and game technology. Further testing is required to determine whether the integration of game-play can provide a \"fun\" incentive, which results in increased adherence to exercises that are typically arduous and repetitive.","PeriodicalId":280257,"journal":{"name":"Sandbox '10","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-07-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124533986","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信
小红书